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The Journal of the Handsome Warrior (First Update - 6/15)
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<blockquote data-quote="Destan" data-source="post: 2333995" data-attributes="member: 12157"><p>I fear Harn may be short-lived. If he doesn't get killed by the bad guys, his "followers" may do him in. </p><p></p><p></p><p></p><p>I think one thing I disliked was suddenly magic became the End All Be All. Everyone - PCs and foes - seemed to constantly invisible, flying, buffed to the high heavens, etc. Acid fogs sprouted around the battlefield like mushrooms after a rain. Combat seemed to slow immensely and that, in my opinion, detracted from the sense of "immersion" within a make-believe world. I don't have a problem with magic or high level spells, I think Monte and the gang did an admirable job balancing all of them. I just didn't like the "clunkiness" that it inserted into my game. And, mind you, I'm aware that's an indictment of my ability to DM - not a knock on the game or groups that enjoy higher level play.</p><p></p><p>I'm also a fan of the "getting there" aspect of adventures. I like encounters on the roadway be they hostile or not. I like storms that make trails into quagmires and the threat of frostbite and becoming lost in the woods. All those kinds of mundane difficulties. Some of my players, I should mention, don't like that stuff at all. They'd prefer to teleport from hot spot to hot spot, which is exactly what ended up happening near the end of Sins. Lots of greater teleports, lots of planeshifts, lots of dead bad guys (and a few dead PCs, at least). Muwhahaha!</p><p></p><p></p><p></p><p>I posted a thread a while back when my players reached about 12th level (which seems to be the limit of my comfort level). Got some good responses but the best were simply suggestions I hit the story hours of high-level campaigns and see How It's Done. And it worked for a time. I felt much more confident that a well-run, fun, and exciting campaign could happen at high levels. Then my own limitations waded into the mix and it all went to hell. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Of course, I never thought of Biggus' idea of using white-out on 14+ level stuff in my players' books. That may have done the trick. Dammit.</p><p></p><p>D</p></blockquote><p></p>
[QUOTE="Destan, post: 2333995, member: 12157"] I fear Harn may be short-lived. If he doesn't get killed by the bad guys, his "followers" may do him in. I think one thing I disliked was suddenly magic became the End All Be All. Everyone - PCs and foes - seemed to constantly invisible, flying, buffed to the high heavens, etc. Acid fogs sprouted around the battlefield like mushrooms after a rain. Combat seemed to slow immensely and that, in my opinion, detracted from the sense of "immersion" within a make-believe world. I don't have a problem with magic or high level spells, I think Monte and the gang did an admirable job balancing all of them. I just didn't like the "clunkiness" that it inserted into my game. And, mind you, I'm aware that's an indictment of my ability to DM - not a knock on the game or groups that enjoy higher level play. I'm also a fan of the "getting there" aspect of adventures. I like encounters on the roadway be they hostile or not. I like storms that make trails into quagmires and the threat of frostbite and becoming lost in the woods. All those kinds of mundane difficulties. Some of my players, I should mention, don't like that stuff at all. They'd prefer to teleport from hot spot to hot spot, which is exactly what ended up happening near the end of Sins. Lots of greater teleports, lots of planeshifts, lots of dead bad guys (and a few dead PCs, at least). Muwhahaha! I posted a thread a while back when my players reached about 12th level (which seems to be the limit of my comfort level). Got some good responses but the best were simply suggestions I hit the story hours of high-level campaigns and see How It's Done. And it worked for a time. I felt much more confident that a well-run, fun, and exciting campaign could happen at high levels. Then my own limitations waded into the mix and it all went to hell. :) Of course, I never thought of Biggus' idea of using white-out on 14+ level stuff in my players' books. That may have done the trick. Dammit. D [/QUOTE]
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